I've tried to load my Tilemap in TMX-Format created with Tiled in my libgdx android project.
It worked but when i scrolling with the camera i often see the background color instead of the background ...

I've been programming off and on for a few years, and have made several 2d games in java. (I also know c# and a bit of c++).
I was wondering where I should start off for rendering 3D scenes in java ...

I discovered VBO's recently and changed my code to use them instead of immediate mode. Now I'm rendering 25000 squares and it's really slowing down my FPS. If I drew all the squares VBO's to an FBO, ...

I am trying to find the way to rotate my skyBox. I have a vehicle at a static position (0,0,0) and I can rotate that, but it seems that rotating the skybox is a different operation.
First I load the ...

I'm looking for a way to create a 3D earth in Flash, something like the wonderful SolarSystemScope, only in my map the countries should be clickable and whatnot. To get started I've got map data from ...

I'm making a 2D shooter game. As of now, every entity "draws itself", meaning every renderable entity has a draw function. I know it is better if rendering is handled separately, but how can I achieve ...

I'm trying to figure out how to perform tiled rendering of my 3d scene (OpenGL). The motivation is to cut the scene up into several textures, combining them into a single image for saving at a very ...

I use SFML 2.2 and program a 2d prototype game (2d mario style where the camera follows the player).
I am experiencing the buggy imagery during rendering, for example a chunk of vertex array blocks ...

Edit: I almost forgot to mention - when I place NEW blocks they render, but nothing triggers the originals to render (I have a button assigned to recalculate/redraw for every block surrounding (and ...

I'm starting to see how box2d works now, except I dont know how to scale the screen to diffrent screen sizes and how i can convert Sprite sizes to box2d units. I know box2d uses meters and such, but ...

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...

I have an orthographic camera that looks like this:
I create 2d polygonal meshes that have uniform z values in their vertices. I use Camera.ViewportToWorldPoint() to map these viewpoint vertices to ...

I'm struggling with implementing a "trail" effect after a vehicle - a rocket for example. I would like to have some control over it (erase a part of the path or possibly detect it's collision with the ...

My hobby engine has a deferred renderer that supports normal maps and specular maps. Now, some objects may have normal maps, and some may have specular maps. In some cases, an object has both maps, ...

I know this seems like a very broad question, but i am just interested in getting to know how the Unreal engine's rendering pipeline looks like, specially how it handles meterials, different types of ...

I'm using java and I do pixel-by-pixel rendering (a pixel array from an ARGB BufferedImage). So a color is 0xAARRGGBB. Now how can I render a transparent color? I guess that I should manipulate the ...

So I have a weapon model that moves wherever the camera moves and the rotation of the weapon is the same as the rotation of the camera. Additionally I added the weapon to the Translucency Queue Bucket ...

I am trying to draw a scene in the sort of style of mock vector graphics. I've helped on a 2D game before with GLSL, but I tried to keep a simple approach to this project since I'm working by myself, ...

I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds.
I have little idea on how to ...

I'm trying to actually learn OpenGL after having experimented with it for a while, and so I'm trying to build a rudimentary rendering engine (not a game engine) to lead me through it. I've come to a ...

Recently at a job interview, I mentioned that I taught myself modern OpenGL and rendering with vertex buffer objects because my university only taught the fixed function pipeline with immediate mode ...

I'm trying to implement a parallax rendering to my multi layered backgrounds. It's a classic 2d fighting game like The King of Fighters and Street Fighter.
It may have a stage composed by 5 layers.
...